Level
2nd
Casting Time
1 Bonus Action
Range/Area
125 ft.
Components
S, M *
Duration
Concentration
1 Minute
School
Necromancy
Attack/Save
WIS Save
Damage/Effect
Cold
You take some water and turn it into an arc to throw at your enemy. The target must succeed on a Intelligence saving throw or fall prone, becoming incapacitated and takes 5 damage. A water creature isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
* - (WATER)
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